/* **********************************************************
 * Copyright 2010 Dimitar Vangelovski
 *
 * This file is part of the Gens3 3D Engine.
 * 
 * The Gens3 3D Engine is free software; you can redistribute it and/or
 * modify it under the terms of version 2 of the GNU General Public
 * License as published by the Free Software Foundation.
 * 
 * The Gens3 3D Engine is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
 * General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with the Gens3 3D Engine; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
 * 02110-1301, USA
 * **********************************************************/


#pragma once

#include <string>

class CMesh;

class CGeomObject
{
public:

	CGeomObject();
	CGeomObject(const CGeomObject &other);
	CGeomObject(std::string strNodeName, bool bPropCastShadow, bool bPropRecvShadow, int nMaterialRef, CMesh * pMesh);
	~CGeomObject();

	void		SetMesh(CMesh * pMesh) { m_pMesh = pMesh; }
	void		SetNodeName(std::string &strName) { m_strNodeName = strName; }
	void		SetPropCastShadow(bool bValue) { m_bPropCastShadow = bValue; }
	void		SetPropRecvShadow(bool bValue) { m_bPropRecvShadow = bValue; }
	void		SetMaterialRef(int iValue) { m_nMaterialRef = iValue; }
	void		SetVisible(bool bValue) { m_bVisible = bValue; }
	void		SetAnimated(bool bValue) { m_bAnimated = bValue; }

	CMesh *		GetMesh() const { return m_pMesh; }
	std::string	GetNodeName() const { return m_strNodeName; }
	bool		GetPropCastShadow() const { return m_bPropCastShadow; }
	bool		GetPropRecvShadow() const { return m_bPropRecvShadow; }
	int         GetMaterialRef() const { return m_nMaterialRef; }
	bool		IsVisible() const { return m_bVisible; }
	bool		IsAnimated() const { return m_bAnimated; }

private:
	CMesh *		m_pMesh;
	std::string	m_strNodeName;
	bool		m_bPropCastShadow;
	bool		m_bPropRecvShadow;
	int         m_nMaterialRef;
	bool		m_bVisible;
	bool		m_bAnimated;
};
